Jun 21, 2009, 01:50 AM // 01:50
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#421
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Jungle Guide
Join Date: Jul 2008
Location: みやき町
Profession: Mo/A
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I agree on the weakened knees update. Before, unless you got a healing monk staying on the carrier in JQ(patient spirit is too slow), the popular A/N will kill the carrier, the damage+degen is simply too much for the PS to handle(it's only 96 pts heal anyways).
But now WK is still powerful, you can't underestimate it. But it's power has gotten reduced to the level where it is actually manageable. Even with a self heal, in the usual JQ, you need at least 1-2 aoe attack, 1 or more e-management skill, and other attack/heal skills, but usually it isnt a good idea to bring more than one healing skill. Since most of the time you will be clearing shrines, attacking player and attacking carriers.
Now....only if they made palm strike 10e 1/2 cast and 10rc ...:/ (7rc really doesn't do that much, by the end of the skill chain, you got 1-2 sec left, with vamp daggers, you can still pressure the enemy while waiting for the last 1-2 seconds. 5e can be gained back way to easily, so it doesn't restrict the assa at all)
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Jun 21, 2009, 01:51 AM // 01:51
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#422
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Frost Gate Guardian
Join Date: Jan 2006
Guild: Going Out Of Business Sale [GWII]
Profession: A/W
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Quote:
Originally Posted by Sub-Zero
ok how would it not make sense that a rt has more energy then an ele or necro holding an item?
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It could be that an Ele's primary attribute is there for the soul purpose of giving them a larger base energy pool, and Necro's don't have more energy. But to entertain the thought in the manner you intended: Necro's primary attribute was put in place as a battery for minion making, and as a reward for killing things. Then this awesome class of spirit poopers came along and screwed everything up. It's not Ele's or Necro's fault they play Rit better than a primary Rit.
Or at least did, I haven't played any of the 3 since the update. Judging by the Spawning Power update primary rit is far more appealing since you won't need to use weapons as much to keep them up.
Theoretically, of course. Everyone knows that pro's 40/40 spam weapon spells in a race to get as many on their party as possible. And that's only a little sarcastic.
One final note: If you're holding an item and can't grasp the concept of dropping it to give yourself energy (or if you just hold it 24/7 post PwK armor nerf), don't touch the Rit class. Paragon seems more for you.
EDIT:
Quote:
Originally Posted by draxynnic
It's to compensate for not having the staff or weapon/offhand set... and remember that the pots themselves are magic.
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So are Ele's, Necro's, Mesmers, and Monks. I think instead of magical energy, though, they should get magical unicorns to frolic around in the magic meadows with.
EDIT2:
Quote:
Originally Posted by AKB48
I agree on the weakened knees update. Before, unless you got a healing monk staying on the carrier in JQ(patient spirit is too slow), the popular A/N will kill the carrier, the damage+degen is simply too much for the PS to handle(it's only 96 pts heal anyways).
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~40 from initial heal, follow with a dismiss, and then the PS hits. Rarely is that not enough to save someone unless they are well under half and getting raped.
Last edited by Michael805; Jun 21, 2009 at 01:57 AM // 01:57..
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Jun 21, 2009, 03:47 AM // 03:47
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#423
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Desert Nomad
Join Date: Jul 2008
Location: Singapore
Guild: Royal Order of Flying Lemmings [ROFL]
Profession: Mo/
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Quote:
Besides, no one ever said a warrior couldn't bring PnH, lol.
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...right up to the point where he discovers it's under Divine Favour? XD
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Jun 21, 2009, 04:06 AM // 04:06
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#424
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Frost Gate Guardian
Join Date: Feb 2008
Guild: {Hawk}-->The Aerie Alliance
Profession: N/Me
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Indeed Glacial but I've seen it in JQ and I was initially just letting him go until I realized that nothing was coming off, lol.
Quote:
Originally Posted by AKB48
I agree on the weakened knees update. Before, unless you got a healing monk staying on the carrier in JQ(patient spirit is too slow), the popular A/N will kill the carrier, the damage+degen is simply too much for the PS to handle(it's only 96 pts heal anyways).
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I agree that A/N is tough but maybe WK could be one of those Elites that disable all your non-necro skills for 10 secs or something like that. The step up from ATT 12 to 16 should be a little more than 1 more degen and 1 more damage. But it's all good, I'll make due.
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Jun 21, 2009, 04:39 AM // 04:39
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#425
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The Greatest
Join Date: Feb 2006
Profession: W/
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Quote:
Originally Posted by Kawil
Ah...so anytime there isn't a monk you're screwed? Oh my, lol! In those areas you mentioned, it's usually necessary to bring some kind of self heal. It's not my fault if the melee or whoever didn't bring one.
Perhaps it's the power creep on mostly all skills that got us spoiled however, I still think it's a steep nerf for necro primaries. I would've gone for a nerf like those skills that disable other skills (if they aren't of the primary profession---sorry, don't remember names). Besides, no one ever said a warrior couldn't bring PnH, lol.
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For low end PvP where monks are pretty scarce, you were screwed. A self heal wasn't enough to keep you alive, especially if the necro was camping you. A camping necro along with any other damage dealer meant you were done. I mean really, what can you do when you have 10 degen, about 30 damage whenever you moved, and a melee chasing you? You could a) run and die, or b) stand still and die. Lose lose. As for high-end GvG, the spell was pretty laughable by itself. But it was mainly run in hex heavy builds. It was overpowered, and deserved this nerf. It was bad for the game.
And, uhh, PnH at 0 divine favor removes 0 hexes and conditions. No one said a warrior couldn't bring PnH, but a warrior with PnH is absolutely useless.
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Jun 21, 2009, 09:20 AM // 09:20
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#426
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Krytan Explorer
Join Date: Sep 2006
Location: Treehouse #1
Profession: W/
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I like the changes, lots of good things. It looks like a step in the right direction.
There are still other items left to be changed, bspike, HB, etc.
Just a pity about the quality of the update, i.e. wrong skill descriptions, MM's not working that good anymore, XTH points, client crashes, etc.
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Jun 21, 2009, 10:43 AM // 10:43
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#427
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Desert Nomad
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VoR could have used a PvE/PvP split IMHO, since it was mostly a PvP issue...
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Jun 21, 2009, 10:51 AM // 10:51
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#428
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Forge Runner
Join Date: Feb 2006
Location: Belgium
Guild: PIMP
Profession: Mo/
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Quote:
Originally Posted by lilDeath
Just a pity about the quality of the update, i.e. wrong skill descriptions, MM's not working that good anymore, XTH points, client crashes, etc.
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I think they didn't want to wait any longer to release the update. Another week of delay and the QQ's would have reached massive proportions. Now we have QQ's about the quality ofcourse. (not that I see your post as a QQ, you just stated your opinion that it's a pitty and I agree)
The big April update probably had a long after effect on the team, together with that gw2 meeting and the new xunlai house, they prolly got behind schedule and are still struggling.
Last edited by Gun Pierson; Jun 21, 2009 at 10:56 AM // 10:56..
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Jun 21, 2009, 12:21 PM // 12:21
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#429
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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Quote:
Originally Posted by Michael805
So are Ele's, Necro's, Mesmers, and Monks. I think instead of magical energy, though, they should get magical unicorns to frolic around in the magic meadows with.
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Riiiight. Overload your sarcasm filters much?
Keep in mind that my response was to your implication of absurdity for holding a pot granting magic energy. However, there is precedent. Staves, offhands, even weapons with the right inscription grant energy. There's no reason to be derisive about the idea of ashpots also granting energy in a similar manner.
Whether it's beneficial in game mechanics for them to do so is up for debate. Some might say it is - losing up to 20 energy for summoning a pot (plus the energy cost of a pot spell itself) can be a pretty serious disincentive to using them...not to forget the other benefits of the staff or weapon/offhand set that you may be losing. Others would say it provides an interesting set of tactical choices - whether to drop a pot to regain the energy or hold onto it to maintain the benefits when short on energy or, conversely, to take advantage of the effect by using it to 'hide' energy.
But there's nothing stupid about the idea itself, and your attitude towards it is completely uncalled for.
Last edited by draxynnic; Jun 21, 2009 at 12:42 PM // 12:42..
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Jun 21, 2009, 12:42 PM // 12:42
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#430
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Wilds Pathfinder
Join Date: Jul 2005
Profession: P/W
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The scatter update to ROJ pretty much killed VSF (Voltaic Spear Farms). Its actually quicker (and a lot less aggravating) now to do 2 normal mode runs instead of 1 hard mode run but people are still insisting on doing it in HM. Voltaic Spears should drop in normal right?
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Jun 21, 2009, 01:04 PM // 13:04
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#431
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Lion's Arch Merchant
Join Date: Dec 2008
Location: Poland
Guild: The Autonomy [火火火]
Profession: Mo/A
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Quote:
Originally Posted by vader
The scatter update to ROJ pretty much killed VSF (Voltaic Spear Farms). Its actually quicker (and a lot less aggravating) now to do 2 normal mode runs instead of 1 hard mode run but people are still insisting on doing it in HM. Voltaic Spears should drop in normal right?
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Yes, but the difference is that on NM you got only one drop from chest.
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Jun 21, 2009, 02:28 PM // 14:28
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#432
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Forge Runner
Join Date: Aug 2006
Location: Ontario, Canada
Guild: Catching Jellyfish With [소N트T ]
Profession: Me/Rt
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Quote:
Originally Posted by vader
The scatter update to ROJ pretty much killed VSF (Voltaic Spear Farms). Its actually quicker (and a lot less aggravating) now to do 2 normal mode runs instead of 1 hard mode run but people are still insisting on doing it in HM. Voltaic Spears should drop in normal right?
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god forbid you do what people did before roj and cryway and used a bunch of aoe eles to kill
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Jun 21, 2009, 02:30 PM // 14:30
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#433
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Wilds Pathfinder
Join Date: Jul 2005
Profession: P/W
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Quote:
Originally Posted by hitsuji182
Yes, but the difference is that on NM you got only one drop from chest.
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But if you can get 2 NM runs done in the same amount of time as 1 HM run, you're getting the same number of drops.
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Jun 21, 2009, 03:20 PM // 15:20
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#434
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Frost Gate Guardian
Join Date: Jan 2006
Guild: Going Out Of Business Sale [GWII]
Profession: A/W
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Quote:
Originally Posted by draxynnic
Riiiight. Overload your sarcasm filters much?
Keep in mind that my response was to your implication of absurdity for holding a pot granting magic energy. However, there is precedent. Staves, offhands, even weapons with the right inscription grant energy. There's no reason to be derisive about the idea of ashpots also granting energy in a similar manner.
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I was adding to your sarcasm, check your filters.
Adding a clause that says "If you're a Ritualist, when you use this you can have 40 extra energy on top of the rest of the effects of this spell just because you're a cool guy!" still seems dumb.
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Jun 21, 2009, 04:02 PM // 16:02
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#435
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Grotto Attendant
Join Date: Aug 2007
Location: Canada
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I think Ritualist is a pretty cool guy, eh carries bundle and doesn't afraid of anything.
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Jun 21, 2009, 04:32 PM // 16:32
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#436
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Krytan Explorer
Join Date: Oct 2005
Location: Marquette MI
Guild: Elite Lan Gamer
Profession: E/Me
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Quote:
Originally Posted by vader
The scatter update to ROJ pretty much killed VSF (Voltaic Spear Farms). Its actually quicker (and a lot less aggravating) now to do 2 normal mode runs instead of 1 hard mode run but people are still insisting on doing it in HM. Voltaic Spears should drop in normal right?
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First of all, I always thought ROJ was overrated and the best groups had a combination of ROJs and Cryers. Secondly, I've done this many, many times without ROJs in HM and we've had no trouble getting to the chest in 2-3 minutes.
I, for one, think they made COP stronger, not weaker. Sure, the damage is 50, not 100, but, they added a -5 degen and made it an interrupt skill, which, when used right, is way more effective than it used to be. I know this because I've been using this the past couple of days in the Z-quests with great results. Of course, most of the morons doing VSF can't understand this and it's impossible to get into a VSF group unless I go back to my old school SH build.
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Jun 21, 2009, 05:40 PM // 17:40
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#437
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Wilds Pathfinder
Join Date: Sep 2007
Profession: A/E
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Quote:
Originally Posted by Arkantos
For low end PvP where monks are pretty scarce, you were screwed. A self heal wasn't enough to keep you alive, especially if the necro was camping you. A camping necro along with any other damage dealer meant you were done. I mean really, what can you do when you have 10 degen, about 30 damage whenever you moved, and a melee chasing you? You could a) run and die, or b) stand still and die. Lose lose. As for high-end GvG, the spell was pretty laughable by itself. But it was mainly run in hex heavy builds. It was overpowered, and deserved this nerf. It was bad for the game.
And, uhh, PnH at 0 divine favor removes 0 hexes and conditions. No one said a warrior couldn't bring PnH, but a warrior with PnH is absolutely useless.
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A self heal only isnt enough IF you're really that bad.
I have yet to die by any pressure do to WK. If you suck that bad don't play.
Quote:
Originally Posted by Raku Clayman
First of all, I always thought ROJ was overrated and the best groups had a combination of ROJs and Cryers. Secondly, I've done this many, many times without ROJs in HM and we've had no trouble getting to the chest in 2-3 minutes.
I, for one, think they made COP stronger, not weaker. Sure, the damage is 50, not 100, but, they added a -5 degen and made it an interrupt skill, which, when used right, is way more effective than it used to be. I know this because I've been using this the past couple of days in the Z-quests with great results. Of course, most of the morons doing VSF can't understand this and it's impossible to get into a VSF group unless I go back to my old school SH build.
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CoP for a single player was indeed buffed. BUT for spiking it was nerfed.
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Jun 21, 2009, 05:50 PM // 17:50
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#438
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Jungle Guide
Join Date: Jul 2008
Location: みやき町
Profession: Mo/A
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Quote:
Originally Posted by Michael805
EDIT2:
~40 from initial heal, follow with a dismiss, and then the PS hits. Rarely is that not enough to save someone unless they are well under half and getting raped.
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In JQ? All the monks are pretty much Roj with PS as their heal, some got hex/con removal but that's only about 40% ish
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Jun 21, 2009, 06:20 PM // 18:20
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#439
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Wilds Pathfinder
Join Date: Sep 2007
Profession: A/E
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Quote:
Originally Posted by AKB48
In JQ? All the monks are pretty much Roj with PS as their heal, some got hex/con removal but that's only about 40% ish
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And Reversal of Damage which incase you didnt know dmgs the caster of WK.
I have yet to die under WK.
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Jun 21, 2009, 08:25 PM // 20:25
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#440
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The Greatest
Join Date: Feb 2006
Profession: W/
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Quote:
A self heal only isnt enough IF you're really that bad.
I have yet to die by any pressure do to WK. If you suck that bad don't play.
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I must say, you're hilarious.
Tell me this: When you have a single self heal, no monks around you, have weaken knees + enduring toxin + shameful fear on you, and a warrior/assassin chasing you, how do you survive? Do you run and die of the hexes, or do you stand still and get ripped apart by the warrior/assassin? Or are you so amazing that you can somehow magically keep yourself alive with a single self heal? I must know.
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